Hey All! I am new to D&D as a whole, but especially the wizard class. I am playing a new character that is a Wizard (Conjuration) main class with a dip into a Warlock multiclass for the pact boon features.
I am wondering if anyone is able to provide a bit of advice or insight as to fun spells or things you did as Wizards. I would really like to get into the roleplaying of the game, but I subconsciously find myself looking to optimize my character for extra damage and higher rolls in Combat.
How new are you? Because my first piece of advice to a new player would be don’t multiclass.
As far as playing without focusing too, too much on combat. Try and have some non-combat, or not obviously combat, spells in you spellbook, and also memorized. That will force you to think of creative uses for them. Especially at low levels, when spamming fire bolt will usually do the trick for most fights.
In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
I mostly GM, but when I did play as a wizard, I have not found multiclassing to be appealing at low levels because it significantly delayed my spell progression. As a wizard, the best thing about them in my opinion is casting a huge variety of spells, and multiclassing basically means there are less spells to cast. While I have not played at high levels, I might do a one level dip, or maybe even two level dip if I do not need the ASI/feat at level 19, but I do not think I would do any more than that since Spell Mastery at level 18 is too good to give up in my opinion. Being able to spam Magic Missile and Invisibility sounds really fun.
As for what spells to pick, it depends on what kind of game your are playing and the character concept you are going for, but I generally prefer to rely on cantrips for damage and use spell slots for out of combat utility and sometimes combat support. Using spellslots to deal damage feels like a waste in my opinion since you can always resort to cantrips for damage, but you cannot resort to cantrips for more nuanced effects like teleportation, flight, creating walls out of thin air, etc. I still prepare a few damage dealing spells in case the party needs that high damage output, but I generally avoid using my spell slots for damage.
To offer variety, here are some of my favourite low level spells outside of the obvious fireball.
Rope Trick - It's a 2nd level spell and means you'll always be able to get a short rest, even in places like dungeons where that might not normally be possible. Your party will thank you for it.
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Tasha's Mind Whip - again this is only 2nd level but is pretty amazing. Basically, on a failed save, you force a creature to choose between moving, using their action or using their bonus action instead of using all three. They also can't use their reaction until the end of their next turn. Best bit, it doesn't require concentration.
The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Fianlly an often overlooked spell is Slow. It only targets the creatures you choose, weakens their AC, slows them down and means they cannot multiattack.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
Yeah, that’s one of the reasons. The MC rules are hinky in the first place, and then adding Spellcasting in on it is more, and then Pact Magic to boot…. Well, you’re just get to learn first hand why so many folks suggest not Multiclassing lightly. I mean, you’ve played enough characters it seems to not be that new, depending on how long you’ve played them each. I hope you didn’t take more than 2 levels of Warlock if you expect this campaign to go to 20h level, because Wizard 18th-level is amazeballs. If you did take it to 3rd, what boon did you take? Anyway, IMO a Wizard is like a magical General Contractor that does some of everything, and some stuff particularly well from their subclass. I think of their Spellbook as like a contractor’s work truck with the vice mounted on the bumper and everything. Like, they got a shop, in the van. So, that’s how I try to play a Wiz from a mechanical perspective. No matter what it is, they got a thing for that. And anything Ritual is free if there’s enough time. Like on the A-Team whenever B.A. would build a whatever majigger out of spare parts and frying pans if he had 10 minutes and a welder. That book is the most wonderful moneypit in 5e. Protect it if your DM is inclined to threaten it.
Your character's presumably smarter than average. Lean into that. Come up with anecdotes, trivia, facts about anything and everything and inflict them on amuse the other party members with them. Be opinionated. You're smarter than everyone else, so you should have an opinion on everything.
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Wizard suffers from multiclassing, at every spell threshold you'll lack the next tier of spells, best advice would be to ask for a class release and go full wizard.
As far as general wizard suggestions, control is more important than damage. Several spells can dismiss a lot of battles, maybe take 30% damage spells and focus on control, and rituals too.
Wizard suffers from multiclassing, at every spell threshold you'll lack the next tier of spells, best advice would be to ask for a class release and go full wizard.
As far as general wizard suggestions, control is more important than damage. Several spells can dismiss a lot of battles, maybe take 30% damage spells and focus on control, and rituals too.
I second this. Spells, spells, and more spells. Then, just to mix it up, some spells. And as for the variety, sure there are a lot of cool, whiz-bang damage spells but when preparing spells think about just how many different ways do you really need to blast the crap out of something? Definitely go for some variety in damage types, single target and area effect, but also remember that a lot of those can be upcast for more damage so you might not really need to have two fifth level damage spells prepared when you already have four or five lower level ones that can be cranked up as needed. Have some in there for mobility, hampering your enemies with conditions or restricting their movement, some protective spells to mitigate damage to you and your allies, communication, spying, scrying, and lying with illusions.
Some of the highest level spells can do some seriously bonkers stuff, and you don't get those if you multiclass.
In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
Yeah, that’s one of the reasons. The MC rules are hinky in the first place, and then adding Spellcasting in on it is more, and then Pact Magic to boot…. Well, you’re just get to learn first hand why so many folks suggest not Multiclassing lightly. I mean, you’ve played enough characters it seems to not be that new, depending on how long you’ve played them each. I hope you didn’t take more than 2 levels of Warlock if you expect this campaign to go to 20h level, because Wizard 18th-level is amazeballs. If you did take it to 3rd, what boon did you take? Anyway, IMO a Wizard is like a magical General Contractor that does some of everything, and some stuff particularly well from their subclass. I think of their Spellbook as like a contractor’s work truck with the vice mounted on the bumper and everything. Like, they got a shop, in the van. So, that’s how I try to play a Wiz from a mechanical perspective. No matter what it is, they got a thing for that. And anything Ritual is free if there’s enough time. Like on the A-Team whenever B.A. would build a whatever majigger out of spare parts and frying pans if he had 10 minutes and a welder. That book is the most wonderful moneypit in 5e. Protect it if your DM is inclined to threaten it.
So my character is posing as a Human, But in reality is actually the son to a Human and an Efreeti, making me a fire Genasi. Essentially, I have a ring that my DM and I came up with that is the housing for my Father(Efreeti). My character's goal in this campaign is to learn the Plane Shift spell to get my father back home to the Fire Realm. The reason for the Multiclass Dip into Warlock is so that I get to Warlock 3, have the talisman pact boon and that finalizes the characters backstory.
Since the characters goal (Plane Shift spell) can essentially be completed at level 14 when I get to cast a 7th level spell, then I don't think this character will even make it to level 18, and almost definitely not level 20. Seeing as his goal would be complete and he would leave the party to travel the planes with his Mother and take his Father home.
I will agree, I am not super sure how the pact magic vs Spell casting works with a character like this. But me and my DM essentially made it work to the point that it isn't too confusing: For flavor and character, all of the spells I take with the Warlock Spell slots are for personal protection/buffing or things that don't work off of the saving throws. Unseen servant, hex, and sanctuary. While all the Wizard stuff is linked to Damage and utility. All in all, the differences in pact magic and spell casting didn't get too hard. But even so, I agree that the loss of my 3rd level spell slots at level 6 has just set me back quite a bit. Oh well, live and learn, right?
In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
Yeah, that’s one of the reasons. The MC rules are hinky in the first place, and then adding Spellcasting in on it is more, and then Pact Magic to boot…. Well, you’re just get to learn first hand why so many folks suggest not Multiclassing lightly. I mean, you’ve played enough characters it seems to not be that new, depending on how long you’ve played them each. I hope you didn’t take more than 2 levels of Warlock if you expect this campaign to go to 20h level, because Wizard 18th-level is amazeballs. If you did take it to 3rd, what boon did you take? Anyway, IMO a Wizard is like a magical General Contractor that does some of everything, and some stuff particularly well from their subclass. I think of their Spellbook as like a contractor’s work truck with the vice mounted on the bumper and everything. Like, they got a shop, in the van. So, that’s how I try to play a Wiz from a mechanical perspective. No matter what it is, they got a thing for that. And anything Ritual is free if there’s enough time. Like on the A-Team whenever B.A. would build a whatever majigger out of spare parts and frying pans if he had 10 minutes and a welder. That book is the most wonderful moneypit in 5e. Protect it if your DM is inclined to threaten it.
So my character is posing as a Human, But in reality is actually the son to a Human and an Efreeti, making me a fire Genasi. Essentially, I have a ring that my DM and I came up with that is the housing for my Father(Efreeti). My character's goal in this campaign is to learn the Plane Shift spell to get my father back home to the Fire Realm. The reason for the Multiclass Dip into Warlock is so that I get to Warlock 3, have the talisman pact boon and that finalizes the characters backstory.
Since the characters goal (Plane Shift spell) can essentially be completed at level 14 when I get to cast a 7th level spell, then I don't think this character will even make it to level 18, and almost definitely not level 20. Seeing as his goal would be complete and he would leave the party to travel the planes with his Mother and take his Father home.
I will agree, I am not super sure how the pact magic vs Spell casting works with a character like this. But me and my DM essentially made it work to the point that it isn't too confusing: For flavor and character, all of the spells I take with the Warlock Spell slots are for personal protection/buffing or things that don't work off of the saving throws. Unseen servant, hex, and sanctuary. While all the Wizard stuff is linked to Damage and utility. All in all, the differences in pact magic and spell casting didn't get too hard. But even so, I agree that the loss of my 3rd level spell slots at level 6 has just set me back quite a bit. Oh well, live and learn, right?
If you’re trying to send your father back to his native plane, banishment is a much lower level, and easier way to do it. Just as an fyi. Lower level spell, no need for a tuning fork.
In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
Yeah, that’s one of the reasons. The MC rules are hinky in the first place, and then adding Spellcasting in on it is more, and then Pact Magic to boot…. Well, you’re just get to learn first hand why so many folks suggest not Multiclassing lightly. I mean, you’ve played enough characters it seems to not be that new, depending on how long you’ve played them each. I hope you didn’t take more than 2 levels of Warlock if you expect this campaign to go to 20h level, because Wizard 18th-level is amazeballs. If you did take it to 3rd, what boon did you take? Anyway, IMO a Wizard is like a magical General Contractor that does some of everything, and some stuff particularly well from their subclass. I think of their Spellbook as like a contractor’s work truck with the vice mounted on the bumper and everything. Like, they got a shop, in the van. So, that’s how I try to play a Wiz from a mechanical perspective. No matter what it is, they got a thing for that. And anything Ritual is free if there’s enough time. Like on the A-Team whenever B.A. would build a whatever majigger out of spare parts and frying pans if he had 10 minutes and a welder. That book is the most wonderful moneypit in 5e. Protect it if your DM is inclined to threaten it.
So my character is posing as a Human, But in reality is actually the son to a Human and an Efreeti, making me a fire Genasi. Essentially, I have a ring that my DM and I came up with that is the housing for my Father(Efreeti). My character's goal in this campaign is to learn the Plane Shift spell to get my father back home to the Fire Realm. The reason for the Multiclass Dip into Warlock is so that I get to Warlock 3, have the talisman pact boon and that finalizes the characters backstory.
Since the characters goal (Plane Shift spell) can essentially be completed at level 14 when I get to cast a 7th level spell, then I don't think this character will even make it to level 18, and almost definitely not level 20. Seeing as his goal would be complete and he would leave the party to travel the planes with his Mother and take his Father home.
I will agree, I am not super sure how the pact magic vs Spell casting works with a character like this. But me and my DM essentially made it work to the point that it isn't too confusing: For flavor and character, all of the spells I take with the Warlock Spell slots are for personal protection/buffing or things that don't work off of the saving throws. Unseen servant, hex, and sanctuary. While all the Wizard stuff is linked to Damage and utility. All in all, the differences in pact magic and spell casting didn't get too hard. But even so, I agree that the loss of my 3rd level spell slots at level 6 has just set me back quite a bit. Oh well, live and learn, right?
If you’re trying to send your father back to his native plane, banishment is a much lower level, and easier way to do it. Just as an fyi. Lower level spell, no need for a tuning fork.
In terms of Banishment, I was looking more for Flavor that me and my family would be traversing the planes together, and It wouldn't make a whole tone of sense to banish myself, my mother, and my father separately, but rather we would be able to roam as we wished with the 7th level spell, Plane Shift.
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Hey All! I am new to D&D as a whole, but especially the wizard class. I am playing a new character that is a Wizard (Conjuration) main class with a dip into a Warlock multiclass for the pact boon features.
I am wondering if anyone is able to provide a bit of advice or insight as to fun spells or things you did as Wizards. I would really like to get into the roleplaying of the game, but I subconsciously find myself looking to optimize my character for extra damage and higher rolls in Combat.
Please provide a new player some Guidance!
How new are you? Because my first piece of advice to a new player would be don’t multiclass.
As far as playing without focusing too, too much on combat. Try and have some non-combat, or not obviously combat, spells in you spellbook, and also memorized. That will force you to think of creative uses for them. Especially at low levels, when spamming fire bolt will usually do the trick for most fights.
I agree, don’t multiclass if you’re new.
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In terms of amateurism to D&D: I have made over a dozen characters in experimentations. I have played 4 (Or 5) of them.
Right now I did the multiclass for Flavor of the Genie Warlock abilities with my backstory. I have started to realize that by multiclassing, you typically get weaker the longer the game goes on. Like I don't have any 3rd level spells and I'm a level 6 character. But I have a few options in terms of utility that I've gotten from the multi-classing.
I mostly GM, but when I did play as a wizard, I have not found multiclassing to be appealing at low levels because it significantly delayed my spell progression. As a wizard, the best thing about them in my opinion is casting a huge variety of spells, and multiclassing basically means there are less spells to cast. While I have not played at high levels, I might do a one level dip, or maybe even two level dip if I do not need the ASI/feat at level 19, but I do not think I would do any more than that since Spell Mastery at level 18 is too good to give up in my opinion. Being able to spam Magic Missile and Invisibility sounds really fun.
As for what spells to pick, it depends on what kind of game your are playing and the character concept you are going for, but I generally prefer to rely on cantrips for damage and use spell slots for out of combat utility and sometimes combat support. Using spellslots to deal damage feels like a waste in my opinion since you can always resort to cantrips for damage, but you cannot resort to cantrips for more nuanced effects like teleportation, flight, creating walls out of thin air, etc. I still prepare a few damage dealing spells in case the party needs that high damage output, but I generally avoid using my spell slots for damage.
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To offer variety, here are some of my favourite low level spells outside of the obvious fireball.
Rope Trick - It's a 2nd level spell and means you'll always be able to get a short rest, even in places like dungeons where that might not normally be possible. Your party will thank you for it.
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Tasha's Mind Whip - again this is only 2nd level but is pretty amazing. Basically, on a failed save, you force a creature to choose between moving, using their action or using their bonus action instead of using all three. They also can't use their reaction until the end of their next turn. Best bit, it doesn't require concentration.
The target must make an Intelligence saving throw. On a failed save, the target takes 3d6
psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Fianlly an often overlooked spell is Slow. It only targets the creatures you choose, weakens their AC, slows them down and means they cannot multiattack.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Yeah, that’s one of the reasons. The MC rules are hinky in the first place, and then adding Spellcasting in on it is more, and then Pact Magic to boot…. Well, you’re just get to learn first hand why so many folks suggest not Multiclassing lightly. I mean, you’ve played enough characters it seems to not be that new, depending on how long you’ve played them each. I hope you didn’t take more than 2 levels of Warlock if you expect this campaign to go to 20h level, because Wizard 18th-level is amazeballs. If you did take it to 3rd, what boon did you take? Anyway, IMO a Wizard is like a magical General Contractor that does some of everything, and some stuff particularly well from their subclass. I think of their Spellbook as like a contractor’s work truck with the vice mounted on the bumper and everything. Like, they got a shop, in the van. So, that’s how I try to play a Wiz from a mechanical perspective. No matter what it is, they got a thing for that. And anything Ritual is free if there’s enough time. Like on the A-Team whenever B.A. would build a whatever majigger out of spare parts and frying pans if he had 10 minutes and a welder. That book is the most wonderful moneypit in 5e. Protect it if your DM is inclined to threaten it.
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Your character's presumably smarter than average. Lean into that. Come up with anecdotes, trivia, facts about anything and everything and
inflict them onamuse the other party members with them. Be opinionated. You're smarter than everyone else, so you should have an opinion on everything.Want to start playing but don't have anyone to play with? You can try these options: [link].
Wizard suffers from multiclassing, at every spell threshold you'll lack the next tier of spells, best advice would be to ask for a class release and go full wizard.
As far as general wizard suggestions, control is more important than damage. Several spells can dismiss a lot of battles, maybe take 30% damage spells and focus on control, and rituals too.
I second this. Spells, spells, and more spells. Then, just to mix it up, some spells. And as for the variety, sure there are a lot of cool, whiz-bang damage spells but when preparing spells think about just how many different ways do you really need to blast the crap out of something? Definitely go for some variety in damage types, single target and area effect, but also remember that a lot of those can be upcast for more damage so you might not really need to have two fifth level damage spells prepared when you already have four or five lower level ones that can be cranked up as needed. Have some in there for mobility, hampering your enemies with conditions or restricting their movement, some protective spells to mitigate damage to you and your allies, communication, spying, scrying, and lying with illusions.
Some of the highest level spells can do some seriously bonkers stuff, and you don't get those if you multiclass.
Thank you so much! I think these will prove super useful with the party that we have!
So my character is posing as a Human, But in reality is actually the son to a Human and an Efreeti, making me a fire Genasi. Essentially, I have a ring that my DM and I came up with that is the housing for my Father(Efreeti). My character's goal in this campaign is to learn the Plane Shift spell to get my father back home to the Fire Realm. The reason for the Multiclass Dip into Warlock is so that I get to Warlock 3, have the talisman pact boon and that finalizes the characters backstory.
Since the characters goal (Plane Shift spell) can essentially be completed at level 14 when I get to cast a 7th level spell, then I don't think this character will even make it to level 18, and almost definitely not level 20. Seeing as his goal would be complete and he would leave the party to travel the planes with his Mother and take his Father home.
I will agree, I am not super sure how the pact magic vs Spell casting works with a character like this. But me and my DM essentially made it work to the point that it isn't too confusing: For flavor and character, all of the spells I take with the Warlock Spell slots are for personal protection/buffing or things that don't work off of the saving throws. Unseen servant, hex, and sanctuary. While all the Wizard stuff is linked to Damage and utility. All in all, the differences in pact magic and spell casting didn't get too hard. But even so, I agree that the loss of my 3rd level spell slots at level 6 has just set me back quite a bit. Oh well, live and learn, right?
If you’re trying to send your father back to his native plane, banishment is a much lower level, and easier way to do it. Just as an fyi. Lower level spell, no need for a tuning fork.
Gotcha, and yes absolutely right. (Xalthu is totally right about banishment though.)
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In terms of Banishment, I was looking more for Flavor that me and my family would be traversing the planes together, and It wouldn't make a whole tone of sense to banish myself, my mother, and my father separately, but rather we would be able to roam as we wished with the 7th level spell, Plane Shift.